Firstborn/Library/PackageCache/com.unity.inputsystem@1.5.1/InputSystem/Devices/Remote/InputRemoting.cs
Schaken-Mods 9092858a58 updated to the latest editor
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
2023-05-07 17:43:11 -05:00

792 lines
28 KiB
C#

using System;
using System.Linq;
using System.Text;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.Utilities;
////TODO: show remote device IDs in the debugger
////TODO: remote timestamps need to be translated to local timestamps; doesn't make sense for remote events getting
//// processed on the local timeline as is when the originating timeline may be quite different
////TODO: support actions
////TODO: support input users
////TODO: text input events
////TODO: support remoting of device commands
////TODO: Reuse memory allocated for messages instead of allocating separately for each message.
////REVIEW: it seems that the various XXXMsg struct should be public; ATM doesn't seem like working with the message interface is practical
////REVIEW: the namespacing mechanism for layouts which changes base layouts means that layouts can't be played
//// around with on the editor side but will only be changed once they're updated in the player
namespace UnityEngine.InputSystem
{
/// <summary>
/// Makes the activity and data of an InputManager observable in message form.
/// </summary>
/// <remarks>
/// Can act as both the sender and receiver of these message so the flow is fully bidirectional,
/// i.e. the InputManager on either end can mirror its layouts, devices, and events over
/// to the other end. This permits streaming input not just from the player to the editor but
/// also feeding input from the editor back into the player.
///
/// Remoting sits entirely on top of the input system as an optional piece of functionality.
/// In development players and the editor, we enable it automatically but in non-development
/// players it has to be explicitly requested by the user.
///
/// To see devices and input from players in the editor, open the Input Debugger through
/// "Windows >> Input Debugger".
/// </remarks>
/// <seealso cref="InputSystem.remoting"/>
public sealed class InputRemoting : IObservable<InputRemoting.Message>, IObserver<InputRemoting.Message>
{
/// <summary>
/// Enumeration of possible types of messages exchanged between two InputRemoting instances.
/// </summary>
public enum MessageType
{
Connect,
Disconnect,
NewLayout,
NewDevice,
NewEvents,
RemoveDevice,
RemoveLayout, // Not used ATM.
ChangeUsages,
StartSending,
StopSending,
}
/// <summary>
/// A message exchanged between two InputRemoting instances.
/// </summary>
public struct Message
{
/// <summary>
/// For messages coming in, numeric ID of the sender of the message. For messages
/// going out, numeric ID of the targeted receiver of the message.
/// </summary>
public int participantId;
public MessageType type;
public byte[] data;
}
public bool sending
{
get => (m_Flags & Flags.Sending) == Flags.Sending;
private set
{
if (value)
m_Flags |= Flags.Sending;
else
m_Flags &= ~Flags.Sending;
}
}
internal InputRemoting(InputManager manager, bool startSendingOnConnect = false)
{
if (manager == null)
throw new ArgumentNullException(nameof(manager));
m_LocalManager = manager;
if (startSendingOnConnect)
m_Flags |= Flags.StartSendingOnConnect;
//when listening for newly added layouts, must filter out ones we've added from remote
}
/// <summary>
/// Start sending messages for data and activity in the local input system
/// to observers.
/// </summary>
/// <seealso cref="sending"/>
/// <seealso cref="StopSending"/>
public void StartSending()
{
if (sending)
return;
////TODO: send events in bulk rather than one-by-one
m_LocalManager.onEvent += SendEvent;
m_LocalManager.onDeviceChange += SendDeviceChange;
m_LocalManager.onLayoutChange += SendLayoutChange;
sending = true;
SendInitialMessages();
}
public void StopSending()
{
if (!sending)
return;
m_LocalManager.onEvent -= SendEvent;
m_LocalManager.onDeviceChange -= SendDeviceChange;
m_LocalManager.onLayoutChange -= SendLayoutChange;
sending = false;
}
void IObserver<Message>.OnNext(Message msg)
{
switch (msg.type)
{
case MessageType.Connect:
ConnectMsg.Process(this);
break;
case MessageType.Disconnect:
DisconnectMsg.Process(this, msg);
break;
case MessageType.NewLayout:
NewLayoutMsg.Process(this, msg);
break;
case MessageType.NewDevice:
NewDeviceMsg.Process(this, msg);
break;
case MessageType.NewEvents:
NewEventsMsg.Process(this, msg);
break;
case MessageType.ChangeUsages:
ChangeUsageMsg.Process(this, msg);
break;
case MessageType.RemoveDevice:
RemoveDeviceMsg.Process(this, msg);
break;
case MessageType.StartSending:
StartSendingMsg.Process(this);
break;
case MessageType.StopSending:
StopSendingMsg.Process(this);
break;
}
}
void IObserver<Message>.OnError(Exception error)
{
}
void IObserver<Message>.OnCompleted()
{
}
public IDisposable Subscribe(IObserver<Message> observer)
{
if (observer == null)
throw new ArgumentNullException(nameof(observer));
var subscriber = new Subscriber {owner = this, observer = observer};
ArrayHelpers.Append(ref m_Subscribers, subscriber);
return subscriber;
}
private void SendInitialMessages()
{
SendAllGeneratedLayouts();
SendAllDevices();
}
private void SendAllGeneratedLayouts()
{
foreach (var entry in m_LocalManager.m_Layouts.layoutBuilders)
SendLayout(entry.Key);
}
private void SendLayout(string layoutName)
{
if (m_Subscribers == null)
return;
var message = NewLayoutMsg.Create(this, layoutName);
if (message != null)
Send(message.Value);
}
private void SendAllDevices()
{
var devices = m_LocalManager.devices;
foreach (var device in devices)
SendDevice(device);
}
private void SendDevice(InputDevice device)
{
if (m_Subscribers == null)
return;
// Don't mirror remote devices to other remotes.
if (device.remote)
return;
var newDeviceMessage = NewDeviceMsg.Create(device);
Send(newDeviceMessage);
// Send current state. We do this here in this case as the device
// may have been added some time ago and thus have already received events.
var stateEventMessage = NewEventsMsg.CreateStateEvent(device);
Send(stateEventMessage);
}
private unsafe void SendEvent(InputEventPtr eventPtr, InputDevice device)
{
if (m_Subscribers == null)
return;
////REVIEW: we probably want to have better control over this and allow producing local events
//// against remote devices which *are* indeed sent across the wire
// Don't send events that came in from remote devices.
if (device != null && device.remote)
return;
var message = NewEventsMsg.Create(eventPtr.data, 1);
Send(message);
}
private void SendDeviceChange(InputDevice device, InputDeviceChange change)
{
if (m_Subscribers == null)
return;
// Don't mirror remote devices to other remotes.
if (device.remote)
return;
Message msg;
switch (change)
{
case InputDeviceChange.Added:
msg = NewDeviceMsg.Create(device);
break;
case InputDeviceChange.Removed:
msg = RemoveDeviceMsg.Create(device);
break;
case InputDeviceChange.UsageChanged:
msg = ChangeUsageMsg.Create(device);
break;
////FIXME: This creates a double reset event in case the reset itself happens from a reset event that we are also remoting at the same time.
case InputDeviceChange.SoftReset:
msg = NewEventsMsg.CreateResetEvent(device, false);
break;
case InputDeviceChange.HardReset:
msg = NewEventsMsg.CreateResetEvent(device, true);
break;
default:
return;
}
Send(msg);
}
private void SendLayoutChange(string layout, InputControlLayoutChange change)
{
if (m_Subscribers == null)
return;
// Ignore changes made to layouts that aren't generated. We don't send those over
// the wire.
if (!m_LocalManager.m_Layouts.IsGeneratedLayout(new InternedString(layout)))
return;
// We're only interested in new generated layouts popping up or existing ones
// getting replaced.
if (change != InputControlLayoutChange.Added && change != InputControlLayoutChange.Replaced)
return;
var message = NewLayoutMsg.Create(this, layout);
if (message != null)
Send(message.Value);
}
private void Send(Message msg)
{
foreach (var subscriber in m_Subscribers)
subscriber.observer.OnNext(msg);
}
private int FindOrCreateSenderRecord(int senderId)
{
// Try to find existing.
if (m_Senders != null)
{
var senderCount = m_Senders.Length;
for (var i = 0; i < senderCount; ++i)
if (m_Senders[i].senderId == senderId)
return i;
}
// Create new.
var sender = new RemoteSender
{
senderId = senderId,
};
return ArrayHelpers.Append(ref m_Senders, sender);
}
private static InternedString BuildLayoutNamespace(int senderId)
{
return new InternedString($"Remote::{senderId}");
}
private int FindLocalDeviceId(int remoteDeviceId, int senderIndex)
{
var localDevices = m_Senders[senderIndex].devices;
if (localDevices != null)
{
var numLocalDevices = localDevices.Length;
for (var i = 0; i < numLocalDevices; ++i)
{
if (localDevices[i].remoteId == remoteDeviceId)
return localDevices[i].localId;
}
}
return InputDevice.InvalidDeviceId;
}
private InputDevice TryGetDeviceByRemoteId(int remoteDeviceId, int senderIndex)
{
var localId = FindLocalDeviceId(remoteDeviceId, senderIndex);
return m_LocalManager.TryGetDeviceById(localId);
}
internal InputManager manager => m_LocalManager;
private Flags m_Flags;
private InputManager m_LocalManager; // Input system we mirror input from and to.
private Subscriber[] m_Subscribers; // Receivers we send input to.
private RemoteSender[] m_Senders; // Senders we receive input from.
[Flags]
private enum Flags
{
Sending = 1 << 0,
StartSendingOnConnect = 1 << 1
}
// Data we keep about a unique sender that we receive input data
// from. We keep track of the layouts and devices we added to
// the local system.
[Serializable]
internal struct RemoteSender
{
public int senderId;
public InternedString[] layouts; // Each item is the unqualified name of the layout (without namespace)
public RemoteInputDevice[] devices;
}
[Serializable]
internal struct RemoteInputDevice
{
public int remoteId; // Device ID used by sender.
public int localId; // Device ID used by us in local system.
public InputDeviceDescription description;
}
internal class Subscriber : IDisposable
{
public InputRemoting owner;
public IObserver<Message> observer;
public void Dispose()
{
ArrayHelpers.Erase(ref owner.m_Subscribers, this);
}
}
private static class ConnectMsg
{
public static void Process(InputRemoting receiver)
{
if (receiver.sending)
receiver.SendInitialMessages();
else if ((receiver.m_Flags & Flags.StartSendingOnConnect) == Flags.StartSendingOnConnect)
receiver.StartSending();
}
}
private static class StartSendingMsg
{
public static void Process(InputRemoting receiver)
{
receiver.StartSending();
}
}
private static class StopSendingMsg
{
public static void Process(InputRemoting receiver)
{
receiver.StopSending();
}
}
public void RemoveRemoteDevices(int participantId)
{
var senderIndex = FindOrCreateSenderRecord(participantId);
// Remove devices added by remote.
var devices = m_Senders[senderIndex].devices;
if (devices != null)
{
foreach (var remoteDevice in devices)
{
var device = m_LocalManager.TryGetDeviceById(remoteDevice.localId);
if (device != null)
m_LocalManager.RemoveDevice(device);
}
}
ArrayHelpers.EraseAt(ref m_Senders, senderIndex);
}
private static class DisconnectMsg
{
public static void Process(InputRemoting receiver, Message msg)
{
Debug.Log("DisconnectMsg.Process");
receiver.RemoveRemoteDevices(msg.participantId);
receiver.StopSending();
}
}
// Tell remote input system that there's a new layout.
private static class NewLayoutMsg
{
[Serializable]
public struct Data
{
public string name;
public string layoutJson;
public bool isOverride;
}
public static Message? Create(InputRemoting sender, string layoutName)
{
// Try to load the layout. Ignore the layout if it couldn't
// be loaded.
InputControlLayout layout;
try
{
layout = sender.m_LocalManager.TryLoadControlLayout(new InternedString(layoutName));
if (layout == null)
{
Debug.Log(string.Format(
"Could not find layout '{0}' meant to be sent through remote connection; this should not happen",
layoutName));
return null;
}
}
catch (Exception exception)
{
Debug.Log($"Could not load layout '{layoutName}'; not sending to remote listeners (exception: {exception})");
return null;
}
var data = new Data
{
name = layoutName,
layoutJson = layout.ToJson(),
isOverride = layout.isOverride
};
return new Message
{
type = MessageType.NewLayout,
data = SerializeData(data)
};
}
public static void Process(InputRemoting receiver, Message msg)
{
var data = DeserializeData<Data>(msg.data);
var senderIndex = receiver.FindOrCreateSenderRecord(msg.participantId);
var internedLayoutName = new InternedString(data.name);
receiver.m_LocalManager.RegisterControlLayout(data.layoutJson, data.name, data.isOverride);
ArrayHelpers.Append(ref receiver.m_Senders[senderIndex].layouts, internedLayoutName);
}
}
// Tell remote input system that there's a new device.
private static class NewDeviceMsg
{
[Serializable]
public struct Data
{
public string name;
public string layout;
public int deviceId;
public string[] usages;
public InputDeviceDescription description;
}
public static Message Create(InputDevice device)
{
Debug.Assert(!device.remote, "Device being sent to remotes should be a local device, not a remote one");
var data = new Data
{
name = device.name,
layout = device.layout,
deviceId = device.deviceId,
description = device.description,
usages = device.usages.Select(x => x.ToString()).ToArray()
};
return new Message
{
type = MessageType.NewDevice,
data = SerializeData(data)
};
}
public static void Process(InputRemoting receiver, Message msg)
{
var senderIndex = receiver.FindOrCreateSenderRecord(msg.participantId);
var data = DeserializeData<Data>(msg.data);
// Make sure we haven't already seen the device.
var devices = receiver.m_Senders[senderIndex].devices;
if (devices != null)
{
foreach (var entry in devices)
if (entry.remoteId == data.deviceId)
{
Debug.LogError(string.Format(
"Already received device with id {0} (layout '{1}', description '{3}) from remote {2}",
data.deviceId,
data.layout, msg.participantId, data.description));
return;
}
}
// Create device.
InputDevice device;
try
{
////REVIEW: this gives remote devices names the same way that local devices receive them; should we make remote status visible in the name?
var internedLayoutName = new InternedString(data.layout);
device = receiver.m_LocalManager.AddDevice(internedLayoutName, data.name);
device.m_ParticipantId = msg.participantId;
}
catch (Exception exception)
{
Debug.LogError(
$"Could not create remote device '{data.description}' with layout '{data.layout}' locally (exception: {exception})");
return;
}
////FIXME: Setting this here like so means none of this is visible during onDeviceChange
device.m_Description = data.description;
device.m_DeviceFlags |= InputDevice.DeviceFlags.Remote;
foreach (var usage in data.usages)
receiver.m_LocalManager.AddDeviceUsage(device, new InternedString(usage));
// Remember it.
var record = new RemoteInputDevice
{
remoteId = data.deviceId,
localId = device.deviceId,
description = data.description,
};
ArrayHelpers.Append(ref receiver.m_Senders[senderIndex].devices, record);
}
}
// Tell remote system there's new input events.
private static class NewEventsMsg
{
public static unsafe Message CreateResetEvent(InputDevice device, bool isHardReset)
{
var resetEvent = DeviceResetEvent.Create(device.deviceId, isHardReset);
return Create((InputEvent*)UnsafeUtility.AddressOf(ref resetEvent), 1);
}
public static unsafe Message CreateStateEvent(InputDevice device)
{
using (StateEvent.From(device, out var eventPtr))
return Create(eventPtr.data, 1);
}
public static unsafe Message Create(InputEvent* events, int eventCount)
{
// Find total size of event buffer we need.
var totalSize = 0u;
var eventPtr = new InputEventPtr(events);
for (var i = 0; i < eventCount; ++i, eventPtr = eventPtr.Next())
totalSize = totalSize.AlignToMultipleOf(4) + eventPtr.sizeInBytes;
// Copy event data to buffer. Would be nice if we didn't have to do that
// but unfortunately we need a byte[] and can't just pass the 'events' IntPtr
// directly.
var data = new byte[totalSize];
fixed(byte* dataPtr = data)
{
UnsafeUtility.MemCpy(dataPtr, events, totalSize);
}
// Done.
return new Message
{
type = MessageType.NewEvents,
data = data
};
}
public static unsafe void Process(InputRemoting receiver, Message msg)
{
var manager = receiver.m_LocalManager;
fixed(byte* dataPtr = msg.data)
{
var dataEndPtr = new IntPtr(dataPtr + msg.data.Length);
var eventCount = 0;
var eventPtr = new InputEventPtr((InputEvent*)dataPtr);
var senderIndex = receiver.FindOrCreateSenderRecord(msg.participantId);
// Don't use IntPtr.ToInt64() function, on 32 bit systems, the pointer is first converted to Int32 and then casted to Int64
// Thus for big pointer value, you might get a negative value even though the pointer value will be less than Int64.MaxValue
while ((void*)eventPtr.data < dataEndPtr.ToPointer())
{
// Patch up device ID to refer to local device and send event.
var remoteDeviceId = eventPtr.deviceId;
var localDeviceId = receiver.FindLocalDeviceId(remoteDeviceId, senderIndex);
eventPtr.deviceId = localDeviceId;
if (localDeviceId != InputDevice.InvalidDeviceId)
{
////TODO: add API to send events in bulk rather than one by one
manager.QueueEvent(eventPtr);
}
++eventCount;
eventPtr = eventPtr.Next();
}
}
}
}
private static class ChangeUsageMsg
{
[Serializable]
public struct Data
{
public int deviceId;
public string[] usages;
}
public static Message Create(InputDevice device)
{
var data = new Data
{
deviceId = device.deviceId,
usages = device.usages.Select(x => x.ToString()).ToArray()
};
return new Message
{
type = MessageType.ChangeUsages,
data = SerializeData(data)
};
}
public static void Process(InputRemoting receiver, Message msg)
{
var senderIndex = receiver.FindOrCreateSenderRecord(msg.participantId);
var data = DeserializeData<Data>(msg.data);
var device = receiver.TryGetDeviceByRemoteId(data.deviceId, senderIndex);
if (device != null)
{
foreach (var deviceUsage in device.usages)
{
if (!data.usages.Contains(deviceUsage))
receiver.m_LocalManager.RemoveDeviceUsage(device, new InternedString(deviceUsage));
}
foreach (var dataUsage in data.usages)
{
var internedDataUsage = new InternedString(dataUsage);
if (!device.usages.Contains(internedDataUsage))
receiver.m_LocalManager.AddDeviceUsage(device, new InternedString(dataUsage));
}
}
}
}
private static class RemoveDeviceMsg
{
public static Message Create(InputDevice device)
{
return new Message
{
type = MessageType.RemoveDevice,
data = BitConverter.GetBytes(device.deviceId)
};
}
public static void Process(InputRemoting receiver, Message msg)
{
var senderIndex = receiver.FindOrCreateSenderRecord(msg.participantId);
var remoteDeviceId = BitConverter.ToInt32(msg.data, 0);
var device = receiver.TryGetDeviceByRemoteId(remoteDeviceId, senderIndex);
if (device != null)
receiver.m_LocalManager.RemoveDevice(device);
}
}
private static byte[] SerializeData<TData>(TData data)
{
var json = JsonUtility.ToJson(data);
return Encoding.UTF8.GetBytes(json);
}
private static TData DeserializeData<TData>(byte[] data)
{
var json = Encoding.UTF8.GetString(data);
return JsonUtility.FromJson<TData>(json);
}
#if UNITY_EDITOR || DEVELOPMENT_BUILD
// State we want to take across domain reloads. We can only take some of the
// state across. Subscriptions will be lost and have to be manually restored.
[Serializable]
internal struct SerializedState
{
public int senderId;
public RemoteSender[] senders;
// We can't take these across domain reloads but we want to take them across
// InputSystem.Save/Restore.
[NonSerialized] public Subscriber[] subscribers;
}
internal SerializedState SaveState()
{
return new SerializedState
{
senders = m_Senders,
subscribers = m_Subscribers
};
}
internal void RestoreState(SerializedState state, InputManager manager)
{
m_LocalManager = manager;
m_Senders = state.senders;
}
#endif
}
}